Files
scummvm/engines/cine/main_loop.cpp
T
Kari Salminen 70d16a3689 CINE: FW: Fix command line updating
In Future Wars the command line was not always updated and thus failed
sometimes to be up to date (i.e. showing wrong text, e.g. "EXAMINE" only
when it should have read "EXAMINE scaffolding" because the mouse cursor
was on the scaffolding).

Now we just always update the command line for both Future Wars and
Operation Stealth which seems to fix the command line updating.

I think this probably was a regression caused by adding support for
Operation Stealth (i.e. pull request #2365) and the efforts made in it
to make the user interface responsive.
2020-09-10 00:34:32 +01:00

580 lines
16 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "common/scummsys.h"
#include "common/events.h"
#include "common/system.h"
#include "cine/main_loop.h"
#include "cine/object.h"
#include "cine/various.h"
#include "cine/bg_list.h"
#include "cine/sound.h"
#include "backends/audiocd/audiocd.h"
namespace Cine {
struct MouseStatusStruct {
int left;
int right;
};
MouseStatusStruct mouseData;
uint16 mouseRight = 0;
uint16 mouseLeft = 0;
uint16 mouseUpdateStatus;
uint16 dummyU16;
static void processEvent(Common::Event &event) {
switch (event.type) {
case Common::EVENT_LBUTTONDOWN:
mouseLeft = 1;
break;
case Common::EVENT_RBUTTONDOWN:
mouseRight = 1;
break;
case Common::EVENT_MBUTTONDOWN:
mouseLeft = mouseRight = 1;
break;
case Common::EVENT_LBUTTONUP:
mouseLeft = 0;
break;
case Common::EVENT_RBUTTONUP:
mouseRight = 0;
break;
case Common::EVENT_MBUTTONUP:
mouseLeft = mouseRight = 0;
break;
case Common::EVENT_MOUSEMOVE:
break;
case Common::EVENT_WHEELUP:
g_cine->_keyInputList.push_back(Common::KeyState(Common::KEYCODE_UP));
break;
case Common::EVENT_WHEELDOWN:
g_cine->_keyInputList.push_back(Common::KeyState(Common::KEYCODE_DOWN));
break;
case Common::EVENT_KEYDOWN:
switch (event.kbd.keycode) {
case Common::KEYCODE_RETURN:
case Common::KEYCODE_KP_ENTER:
case Common::KEYCODE_KP5:
if (allowPlayerInput) {
mouseLeft = 1;
}
break;
case Common::KEYCODE_ESCAPE:
if (allowPlayerInput) {
mouseRight = 1;
}
break;
case Common::KEYCODE_F1:
if (allowPlayerInput) {
playerCommand = 0; // EXAMINE
makeCommandLine();
}
break;
case Common::KEYCODE_F2:
if (allowPlayerInput) {
playerCommand = 1; // TAKE
makeCommandLine();
}
break;
case Common::KEYCODE_F3:
if (allowPlayerInput && !inMenu) {
playerCommand = 2; // INVENTORY
makeCommandLine();
}
break;
case Common::KEYCODE_F4:
if (allowPlayerInput && !inMenu) {
playerCommand = 3; // USE
makeCommandLine();
}
break;
case Common::KEYCODE_F5:
if (allowPlayerInput) {
playerCommand = 4; // ACTIVATE
makeCommandLine();
}
break;
case Common::KEYCODE_F6:
if (allowPlayerInput) {
playerCommand = 5; // SPEAK
makeCommandLine();
}
break;
case Common::KEYCODE_F9:
if (allowPlayerInput && !inMenu) {
makeActionMenu();
makeCommandLine();
}
break;
case Common::KEYCODE_F10:
if (!inMenu) {
g_cine->makeSystemMenu();
}
break;
case Common::KEYCODE_F11:
renderer->showCollisionPage(true);
break;
case Common::KEYCODE_KP0:
g_cine->setDefaultGameSpeed();
break;
case Common::KEYCODE_MINUS:
case Common::KEYCODE_KP_MINUS:
g_cine->modifyGameSpeed(-1); // Slower
break;
case Common::KEYCODE_PLUS:
case Common::KEYCODE_KP_PLUS:
g_cine->modifyGameSpeed(+1); // Faster
break;
case Common::KEYCODE_KP4:
moveUsingKeyboard(-1, 0); // Left
break;
case Common::KEYCODE_KP6:
moveUsingKeyboard(+1, 0); // Right
break;
case Common::KEYCODE_KP8:
moveUsingKeyboard(0, +1); // Up
break;
case Common::KEYCODE_KP2:
moveUsingKeyboard(0, -1); // Down
break;
case Common::KEYCODE_KP9:
moveUsingKeyboard(+1, +1); // Up & Right
break;
case Common::KEYCODE_KP7:
moveUsingKeyboard(-1, +1); // Up & Left
break;
case Common::KEYCODE_KP1:
moveUsingKeyboard(-1, -1); // Down & Left
break;
case Common::KEYCODE_KP3:
moveUsingKeyboard(+1, -1); // Down & Right
break;
case Common::KEYCODE_LEFT:
// fall through
case Common::KEYCODE_RIGHT:
// fall through
case Common::KEYCODE_UP:
// fall through
case Common::KEYCODE_DOWN:
// fall through
default:
g_cine->_keyInputList.push_back(event.kbd);
break;
}
break;
case Common::EVENT_KEYUP:
switch (event.kbd.keycode) {
case Common::KEYCODE_RETURN:
case Common::KEYCODE_KP_ENTER:
case Common::KEYCODE_KP5:
if (allowPlayerInput) {
mouseLeft = 0;
}
break;
case Common::KEYCODE_ESCAPE:
if (allowPlayerInput) {
mouseRight = 0;
}
break;
case Common::KEYCODE_F11:
renderer->showCollisionPage(false);
break;
case Common::KEYCODE_KP4: // Left
case Common::KEYCODE_KP6: // Right
case Common::KEYCODE_KP8: // Up
case Common::KEYCODE_KP2: // Down
case Common::KEYCODE_KP9: // Up & Right
case Common::KEYCODE_KP7: // Up & Left
case Common::KEYCODE_KP1: // Down & Left
case Common::KEYCODE_KP3: // Down & Right
// Stop ego movement made with keyboard when releasing a known key
moveUsingKeyboard(0, 0);
break;
default:
break;
}
default:
break;
}
}
void manageEvents(CallSource callSource, EventTarget eventTarget, bool useMaxMouseButtonState, Common::Array<Common::Rect> rects) {
Common::EventManager *eventMan = g_system->getEventManager();
Common::Point mousePos;
uint keysPressed = g_cine->_keyInputList.size();
bool foundTarget = false;
int eventsChecked = 0;
uint16 maxMouseLeft = mouseLeft;
uint16 maxMouseRight = mouseRight;
uint32 waitStart = g_system->getMillis();
uint32 waitEnd = waitStart + g_cine->getTimerDelay();
uint32 frameEnd = waitStart + 20;
bool frameEnded = false;
bool waitEnded = false;
bool checkWaitEnd = (eventTarget == UNTIL_WAIT_ENDED);
bool updateScreen = false;
bool updateAudio = false;
do {
Common::Event event = Common::Event();
int eventsCheckedBeforePolling = eventsChecked;
while (!foundTarget && !frameEnded && (eventMan->pollEvent(event) || eventsChecked == 0)) {
processEvent(event);
eventsChecked++;
maxMouseLeft = MAX<uint16>(mouseLeft, maxMouseLeft);
maxMouseRight = MAX<uint16>(mouseRight, maxMouseRight);
bool mouseButtonDown = (mouseLeft != 0 || mouseRight != 0);
bool mouseButtonUp = !mouseButtonDown;
switch (eventTarget) {
case UNTIL_MOUSE_BUTTON_UP_DOWN_UP:
// fall through
case UNTIL_MOUSE_BUTTON_UP_DOWN:
// fall through
case UNTIL_MOUSE_BUTTON_UP:
// fall through
case UNTIL_MOUSE_BUTTON_UP_AND_WAIT_ENDED:
foundTarget = mouseButtonUp;
break;
case UNTIL_MOUSE_BUTTON_DOWN_UP:
// fall through
case UNTIL_MOUSE_BUTTON_DOWN:
foundTarget = mouseButtonDown;
break;
case UNTIL_MOUSE_BUTTON_DOWN_OR_KEY_UP_OR_DOWN_OR_IN_RECTS:
foundTarget = mouseButtonDown;
if (!g_cine->_keyInputList.empty()) {
Common::KeyState key = g_cine->_keyInputList.back();
if (key.keycode == Common::KEYCODE_UP || key.keycode == Common::KEYCODE_DOWN) {
foundTarget = true;
}
}
mousePos = g_system->getEventManager()->getMousePos();
for (Common::Array<Common::Rect>::iterator it = rects.begin(); it != rects.end(); ++it) {
if (it->contains(mousePos)) {
foundTarget = true;
break;
}
}
break;
case UNTIL_MOUSE_BUTTON_DOWN_OR_KEY_INPUT:
foundTarget = mouseButtonDown || keysPressed < g_cine->_keyInputList.size();
break;
default:
break;
}
uint32 now = g_system->getMillis();
frameEnded = (now >= frameEnd);
waitEnded = (now >= waitEnd);
if (foundTarget) {
switch (eventTarget) {
case UNTIL_MOUSE_BUTTON_UP_DOWN_UP:
eventTarget = UNTIL_MOUSE_BUTTON_DOWN_UP;
foundTarget = false;
break;
case UNTIL_MOUSE_BUTTON_UP_DOWN:
eventTarget = UNTIL_MOUSE_BUTTON_DOWN;
foundTarget = false;
break;
case UNTIL_MOUSE_BUTTON_DOWN_UP:
eventTarget = UNTIL_MOUSE_BUTTON_UP;
foundTarget = false;
break;
case UNTIL_MOUSE_BUTTON_UP_AND_WAIT_ENDED:
eventTarget = UNTIL_WAIT_ENDED;
checkWaitEnd = true;
foundTarget = false;
break;
default:
break;
}
}
foundTarget |= (checkWaitEnd && waitEnded);
}
int eventsCheckedAfterPolling = eventsChecked;
bool eventQueueEmpty = (eventsCheckedBeforePolling == eventsCheckedAfterPolling);
if (eventQueueEmpty) {
uint32 now = g_system->getMillis();
frameEnded = (now >= frameEnd);
waitEnded = (now >= waitEnd);
}
if (eventTarget == UNTIL_WAIT_ENDED) {
foundTarget = waitEnded;
}
if (eventTarget == EMPTY_EVENT_QUEUE) {
foundTarget = eventQueueEmpty;
}
foundTarget |= (checkWaitEnd && waitEnded);
updateScreen = updateAudio = (foundTarget || frameEnded);
if (updateScreen) {
if (callSource != EXECUTE_PLAYER_INPUT) {
g_system->updateScreen();
} else {
// Make the command line (e.g. "EXAMINE DOOR" -> "EXAMINE BUTTON")
// responsive by updating it here.
if (allowPlayerInput && playerCommand != -1 && !mouseLeft && !mouseRight) {
// A player command is given, left and right mouse buttons are up
mousePos = eventMan->getMousePos();
playerCommandMouseLeftRightUp(mousePos.x, mousePos.y);
renderer->drawCommand();
}
renderer->blit();
}
}
if (updateAudio) {
g_system->getAudioCDManager()->update(); // For Future Wars CD version
}
if (frameEnded) {
frameEnd += 20;
}
g_system->delayMillis(10);
} while (!foundTarget && !g_cine->shouldQuit());
if (useMaxMouseButtonState) {
mouseData.left = maxMouseLeft;
mouseData.right = maxMouseRight;
} else {
mouseData.left = mouseLeft;
mouseData.right = mouseRight;
}
}
void getMouseData(uint16 param, uint16 *pButton, uint16 *pX, uint16 *pY) {
Common::Point mouse = g_system->getEventManager()->getMousePos();
*pX = mouse.x;
*pY = mouse.y;
*pButton = 0;
if (mouseData.right) {
(*pButton) |= 2;
}
if (mouseData.left) {
(*pButton) |= 1;
}
}
/** Removes elements from seqList that have their member variable var4 set to value -1. */
void purgeSeqList() {
Common::List<SeqListElement>::iterator it = g_cine->_seqList.begin();
while (it != g_cine->_seqList.end()) {
if (it->var4 == -1) {
// Erase the element and jump to the next element
it = g_cine->_seqList.erase(it);
} else {
// Let the element be and jump to the next element
++it;
}
}
}
void CineEngine::mainLoop(int bootScriptIdx) {
bool playerAction;
byte di;
if (_preLoad == false) {
resetBgIncrustList();
setTextWindow(0, 0, 20, 200);
errorVar = 0;
addScriptToGlobalScripts(bootScriptIdx);
menuVar = 0;
// gfxRedrawPage(page0c, page0, page0c, page0, -1);
// gfxWaitVBL();
// gfxRedrawMouseCursor();
inMenu = false;
allowPlayerInput = 0;
checkForPendingDataLoadSwitch = 0;
reloadBgPalOnNextFlip = 0;
forbidBgPalReload = 0;
gfxFadeOutCompleted = 0;
gfxFadeInRequested = 0;
safeControlsLastAccessedMs = 0;
lastSafeControlObjIdx = -1;
isDrawCommandEnabled = 0;
waitForPlayerClick = 0;
menuCommandLen = 0;
playerCommand = -1;
g_cine->_commandBuffer = "";
g_cine->_globalVars[VAR_MOUSE_X_POS] = 0;
g_cine->_globalVars[VAR_MOUSE_Y_POS] = 0;
if (g_cine->getGameType() == Cine::GType_OS) {
g_cine->_globalVars[VAR_MOUSE_X_POS_2ND] = 0;
g_cine->_globalVars[VAR_MOUSE_Y_POS_2ND] = 0;
g_cine->_globalVars[VAR_BYPASS_PROTECTION] = 0; // set to 1 to bypass the copy protection
g_cine->_globalVars[VAR_LOW_MEMORY] = 0; // set to 1 to disable some animations, sounds etc.
}
renderer->setBlackPalette(true); // Sets _changePal = true
strcpy(newPrcName, "");
strcpy(newRelName, "");
strcpy(newObjectName, "");
strcpy(newMsgName, "");
strcpy(currentCtName, "");
strcpy(currentPartName, "");
g_sound->stopMusic();
}
do {
// HACK: Force amount of oxygen left to maximum during Operation Stealth's first arcade sequence.
// This makes it possible to pass the arcade sequence for now.
// FIXME: Remove the hack and make the first arcade sequence normally playable.
/*
if (g_cine->getGameType() == Cine::GType_OS) {
Common::String bgName(renderer->getBgName());
// Check if the background is one of the three backgrounds
// that are only used during the first arcade sequence.
if (bgName == "28.PI1" || bgName == "29.PI1" || bgName == "30.PI1") {
static const uint oxygenObjNum = 202, maxOxygen = 264;
// Force the amount of oxygen left to the maximum.
g_cine->_objectTable[oxygenObjNum].x = maxOxygen;
}
}*/
// HACK: In Operation Stealth after the first arcade sequence jump player's position to avoid getting stuck.
// After the first arcade sequence the player comes up stairs from
// the water in Santa Paragua's downtown in front of the flower shop.
// Previously he was completely stuck after getting up the stairs.
// If the background is the one used in the flower shop scene ("21.PI1")
// and the player is at the exact location after getting up the stairs
// then we just nudge him a tiny bit away from the stairs and voila, he's free!
// Maybe the real problem behind all this is collision data related as it looks
// like there's some boundary right there near position (204, 110) which we can
// jump over by moving the character to (204, 109). The script handling the
// flower shop scene is AIRPORT.PRC's 13th script.
// FIXME: Remove the hack and solve what's really causing the problem in the first place.
if (hacksEnabled && g_cine->getGameType() == Cine::GType_OS) {
if (scumm_stricmp(renderer->getBgName(), "21.PI1") == 0 && g_cine->_objectTable[1].x == 204 && g_cine->_objectTable[1].y == 110) {
g_cine->_objectTable[1].y--; // Move the player character upward on-screen by one pixel
}
}
stopMusicAfterFadeOut();
di = executePlayerInput();
// Clear the zoneQuery table (Operation Stealth specific)
if (g_cine->getGameType() == Cine::GType_OS) {
Common::fill(g_cine->_zoneQuery.begin(), g_cine->_zoneQuery.end(), 0);
}
if (g_cine->getGameType() == Cine::GType_OS) {
processSeqList();
}
executeObjectScripts();
executeGlobalScripts();
purgeObjectScripts();
purgeGlobalScripts();
if (g_cine->getGameType() == Cine::GType_OS) {
purgeSeqList();
}
if (playerCommand == -1) {
setMouseCursor(MOUSE_CURSOR_NORMAL);
} else {
setMouseCursor(MOUSE_CURSOR_CROSS);
}
if (gfxFadeInRequested) {
gfxFadeOutCompleted = 0;
}
if (renderer->ready()) {
renderer->drawFrame(true);
}
// NOTE: In the original Future Wars and Operation Stealth messages
// were removed when running the drawOverlays function which is
// currently called from the renderer's drawFrame function.
removeMessages();
if (waitForPlayerClick) {
playerAction = false;
_messageLen <<= 3;
if (_messageLen < 800)
_messageLen = 800;
manageEvents(MAIN_LOOP_WAIT_FOR_PLAYER_CLICK, UNTIL_MOUSE_BUTTON_UP_DOWN_UP);
waitForPlayerClick = 0;
}
if (checkForPendingDataLoadSwitch) {
checkForPendingDataLoad();
checkForPendingDataLoadSwitch = 0;
}
if (di) {
if ("quit"[menuCommandLen] == (char)di) {
++menuCommandLen;
if (menuCommandLen == 4) {
quitGame();
}
} else {
menuCommandLen = 0;
}
}
} while (!shouldQuit() && !_restartRequested);
hideMouse();
g_sound->stopMusic();
//if (g_cine->getGameType() == Cine::GType_OS) {
// freeUnkList();
//}
closePart();
}
} // End of namespace Cine